Charge. If the zombie cow dashes at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. The gore attack may be made as a bonus action immediately after dashing, but if the attack misses the zombie cow must continue in a straight line for the remainder of its move.
Undead Fortitude. If damage reduces the zombie cow to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Description
From somewhere in the darkness, a ragged moo is heard. A hulking form lurches into view, dragging its hooves as it casts about with its shaggy horned head. The zombie cow advances, driven to gore anything too slow to escape its charge.
Foul Creations. Sinister necromantic magic infuses the remains of these dead bovines, causing them to rise as undead, acting without fear, hesitation, or basic common sense. Zombie cows lurch forward with a clumsy, uneven gait. Their hide is puckered with rot and oozes foulness, and before them wafts the stench of decay.
Mindless Destruction. Though immensely strong, zombie cows are seldom created on purpose, and rarely more then once by the same necromancer. They are unreasonably stupid, unable to tell humanoids apart, and attack anything that moves – including their own creator, doors, suspicious bushes, etc. Left without orders, zombie cows simply wander pointlessly, generally in circles while chewing on anything low to the ground, unless something moves unexpectedly. The magic animating a zombie cow imbues it with evil, and it seeks to destroy any creature it encounters – and who's to say that fence post isn't a creature? The zombie cow doesn't recognize it from a few minutes ago. It's new. Better gore it to be sure.
A zombie cow is unable to understand any command more then one syllable, and unlikely to remember said command for more than a minute. They won't deliberately attack their creator, but remembering what their creator looks like requires a perception check; DC 10 (-3 modifier) with notably memorable features (say, a large winged demon), significantly more difficult for less memorable characters.
Zombie cattle take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. While humanoid zombies might stumble through a roaring inferno, into a pool of acid, or step out of an open window to reach a foe below them, zombie cows make regular zombies look downright clever. Simply remembering that it is in combat after a round without receiving damage requires an investigation check (DC 5, -5 modifier).
Zombie cows do, somehow, retain a vestige of their herd nature, and tend to group together. They don't generally attack one another (unless somehow tricked into doing so), and won't move to pursue other cattle.
Undead Nature. A zombie cow doesn’t require air, food, drink, or sleep, and will provide its own cud.
Mooo.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/27/2019 11:43:32 AM
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39
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5
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1.0
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Coming Soon
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Posted Mar 3, 2020Graaaaaaaains!
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Posted Nov 21, 2023hahahahahahahaha Grains like brains but grains